Taking a 30km hiking trip after stubbing my toe/separated toe nail(fencing, I landed on my toe after jumping and hitting the other guy on the shoulders...) made me believe that PR is closely simulating Reality when small bleed = death.

I almost did not make it over the last hill, and had to be assisted in climbing down.

Now... if there was a QBZ-95 with a bayonet laying around there and have a nice traditional chinese communist song playing in the background, I would run over the hill at full speed...

But anyway, stubbed toe = really affects performance especially in combat (3 weeks after hiking, I came back to U.S. and played an airsoft game by camping in the building/woods like a sniper but with my QBZ-97...cannot run...) If it is problematic in airsoft, it is problematic in real war.

So... since I am alive right now... I think fall damage is just right in PR...

How can you tell if you havent tried ... In BF 2 engine there is no difference with the kit you have...A HAT can jump as many times as a medic or a riffleman

Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Would it be posible to have a button that allow you to jump over small fence like in ArmA II or ArmA I with ACE ?

Changing jump to a multifunction key would be usefull. You can jump over two or three foot objects, and when you encounter a 6-foot wall, you can press the same button to climb over it. That would be a game changer.

Also, I think for smaller obstacles (6 inches to 2 feet) that "jump" would be a step-up animation and take much less stamina.

Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

I am not a modder, and yes, there are some weight classes in vBF2, but they stick to a player, not to a kit, AFAIK. I have read this somewhere on forums... (not a relevant information, i know). So, you cant apply weight classes on requestable kits (HAT, AA).

When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.

Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.

Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Reasons: Specialist squad weapons and their ammo can be pretty weighty, particularly the ammo. 18 HEDP 40mm's is a tonne of weight, and anything over a single firstline of ammo on an AR can be crippling. Radios like PR officers carry also wear you down. Specialist mobility equipment like MOE kits, shotguns and the like that Specialists model carrying can also be a pretty serious burden. Snipers and combat engineers also carry a lot of weight - snipers usually carrying extra rations, water, equipment and perhaps even a radio while combat engineers carry cumbersome explosives.

Conversely Claymores and LATs are pretty light and you only carry one. Medical equiment is bulky but generally doesn't weigh very much.

HAT and AA are frankly a little ridiculous to even have on the chart. A stinger weighs about 15kg loaded while an RBS-70 weighs roughly 90kg. An Eryx comes in at 16kg. Carrying one of these crew served weapons, as well as ammo, body armour and extra equipment starts to become a bit of a joke if you want to talk about sprinting and hurdling fences.

On a final point, DM could fit into heavy depending on what country you're talking about. I've heard of some countries DM's carrying a ridiculous amount of weight in the form of extra ammo but that's all case by case stuff and I've never had it confirmed.

When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.

Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.